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Author   Topic : "3D hover biker model (askin4feedback)"
Kaput
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Joined: 03 Feb 2000
Posts: 61
Location: NC

PostPosted: Sun Aug 04, 2002 6:26 pm     Reply with quote
(EDIT: I uploaded newer versions of my model, here are the old pic if anyone needs em)
http://www.angelfire.com/my/kaput/images/alphardr.jpg
http://www.angelfire.com/my/kaput/images/alphardr2.jpg
http://www.angelfire.com/my/kaput/images/alphardr3.jpg

Here's a model that I recently created.(no textures yet) I used the pollygon modeling technique (vertex by vertex, extrude etc.) I've been stearing at it for awhile so I'd like to know what some fresh pair (or one) of eyes has to say about it. Anything too messed up? Anything that hurts your eyes?

Kaput

[ August 05, 2002: Message edited by: Kaput ]
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gigatron
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Joined: 27 Jun 2002
Posts: 347
Location: Canada

PostPosted: Sun Aug 04, 2002 6:51 pm     Reply with quote
I think its just perfect, wonder how itll be when animatd, what package did u use? maya? 3dsmax? lightwave? or something else?
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Kaput
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Joined: 03 Feb 2000
Posts: 61
Location: NC

PostPosted: Sun Aug 04, 2002 6:59 pm     Reply with quote
Thanks, I used max and its world renound modelling tools (heh ) I'll render the unsmoothed mesh and post it in a bit.

I dunno but it looks like the jacket could use some more work, the zipper is a bit blobby.

Kaput
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Incubus
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Joined: 27 Oct 2000
Posts: 59
Location: Germany

PostPosted: Mon Aug 05, 2002 12:16 am     Reply with quote
Very (and I mean veeeery!!!) cool. Gotta put my hands on max again...
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Strawberrysauce
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Joined: 04 Feb 2001
Posts: 356

PostPosted: Mon Aug 05, 2002 1:56 am     Reply with quote
o00000000ooo!

very nice model, is it all one mesh or are the accessories and clothes all seperate pieces?
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55
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Joined: 04 Aug 2002
Posts: 6
Location: Vantaa, Finland.

PostPosted: Mon Aug 05, 2002 4:52 am     Reply with quote
Good work!

I like it a lot.

-55
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faB
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Joined: 16 Jul 2002
Posts: 300
Location: Brussels, Belgium

PostPosted: Mon Aug 05, 2002 8:34 am     Reply with quote
Good job. The legs are somewhat cylindrical and on the back view they appear a bit flat behind. The boots are somewhat rough/blobby esp viewn from the back. Also his butt is somewhat flat in the back view. It's all pretty good otherwise!
I assume you meant Low poly and meshsmooth?
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Dekard
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Joined: 01 Nov 2001
Posts: 274

PostPosted: Mon Aug 05, 2002 10:14 am     Reply with quote
Looks awesome, but I can't get over the hair.. It's always a sore point in modelling, I think the points don't work well with the rest of the figure, would probably look good with a 'ken' like plastic hairdo that you textured instead of the pointy worm affect.

Seriously is kick ass tho, but it looks like the hair is from a totally different project.
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Kaput
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Joined: 03 Feb 2000
Posts: 61
Location: NC

PostPosted: Mon Aug 05, 2002 10:52 am     Reply with quote
thanks for all the compliments

ahh, legs do look funny, what should I do though? give him some (more?) muscle? the butt is flat, I guess, I was afraid of making his ass huge
could you explain the boot blobby-ness further?

the hair: ahh yes, well, obviously the dude is very anime inspired. I wanted him to have spikey hair so I though, spikes=cones! weeeeee! lots of cones! you're right though, I need to model it from scratch.

here's the low poly render of the dude btw (sorry about the size of the images)

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Kaput
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Joined: 03 Feb 2000
Posts: 61
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PostPosted: Mon Aug 05, 2002 4:57 pm     Reply with quote
Alright, here's an update. I tweaked everything that was mentioned. The hair, the boots, the butt, the pants, and more.
I know the butt still looks funny but I dunno what else to do with it, I'll look in the mirror tomorrow when I have some pants on...

so, whaddaya think?




kaput
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gigatron
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Joined: 27 Jun 2002
Posts: 347
Location: Canada

PostPosted: Mon Aug 05, 2002 8:11 pm     Reply with quote
Hmm SWEET kick ass ASS (ya.. ass lol jk) well i think its fine nuff, u should skin the bastage (and since its a high poly model make some bump maps as well, make it sexy lol, the new hair is ALOT better makes him more real) anywho ya cant wait to see skinned
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Dekard
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Joined: 01 Nov 2001
Posts: 274

PostPosted: Mon Aug 05, 2002 11:29 pm     Reply with quote
I think the blobiness critique stems from this image below, notice his left boot on the outside mid foot bows a bit outward if you look at a actual boot it flairs a bit in then out again towards the front and think about the guy with his boots off there is a foot underneath the boots and they should fit the character, I'm thinking he'd have some mighty big feet for them boots..

I can't model yet to save my life, just picking it up slowly for my computer animation degree program and we haven't gotten to that point in our training.. But I already am aspiring to model like this.. When I look at a model/character I try to view them as they'd look without the clothes so I can make sure the geometry of the feet gloves, clothes, etc are proportional.

it is truly a great job at modelling, nice job, it's also great thing you don't take the comments as negativity!

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Dekard
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Joined: 01 Nov 2001
Posts: 274

PostPosted: Tue Aug 06, 2002 7:40 am     Reply with quote
yes, tis improved 150% just those little additions! Even nicer, keep it up, teach me NOW!
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zak
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Joined: 08 May 2002
Posts: 496
Location: i dont remember

PostPosted: Tue Aug 06, 2002 9:24 am     Reply with quote
aaaah, a fellow max user (not sure if i can count myself one, i just started out). people of our kind seem a rare sight these days ^__^. i have to say. this is sweet. just sweet. you need to add more folds and stuff like that to the trousers and jacket. that'd give it a bit more character. and make it more realistic too. hmm i feel strangely drawn to thje low poly render. i really really like it more for some reason. but then again, im weird
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Krumax
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Joined: 21 Jul 2002
Posts: 1
Location: Germany, Rostock

PostPosted: Sun Aug 11, 2002 5:15 am     Reply with quote
amazing .. great work
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InitialT
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Joined: 04 Aug 2002
Posts: 61
Location: Fountain Valley, CA

PostPosted: Sun Aug 11, 2002 2:48 pm     Reply with quote
It may be due to light, but all I see are curves on that model, even on surfaces that would have a reasonable edge to them.

Try introducing a few more hard edges into that model, think of it along the lines of line width. Ink drawings with just one line width look flat and dull, but vary those line widths appropriately and you can create the illusion of depth and movement without even coloring.
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